SDHK_Tool.Static.SS_Ray 射线检测类

目录

1.Obstacle_crossing 射线检测:障碍穿越

2.UIRayCast 画布射线:UI穿透获取

3.UIPassEvent 画布射线:UI事件穿透

全篇:


 

 

* 作者:闪电Y黑客

* 日期:2019.6.11

* 功能:用于射线检测

 

 

1.Obstacle_crossing 射线检测:障碍穿越

/// <summary>
/// 射线检测:障碍穿越
/// </summary>
/// <param name="origin">射线发射原点</param>
/// <param name="direction">射线发射向量</param>
/// <param name="collision_distance">二次延伸长度</param>
/// <param name="LayerMask">遮罩层:~LayerMask.GetMask(Tags.player)//忽略player</param>
/// <returns>return : 穿越后的位置</returns>
static public Vector3 Obstacle_crossing(Vector3 origin, Vector3 direction, float collision_distance, int LayerMask)
{
    RaycastHit hit;
    Vector3 direction_Extended = direction + direction.normalized * collision_distance;//向量延伸

    return (Physics.Raycast(origin, direction_Extended, out hit, direction_Extended.magnitude, LayerMask))
    ?
        hit.point - (direction.normalized * collision_distance)//前往射线碰撞位置
    :
        origin + direction//回到原始位置
    ;
}

 

2.UIRayCast 画布射线:UI穿透获取

/// <summary>
/// 画布射线:UI穿透获取
/// </summary>
/// <param name="Canvas">画布射线组件</param>
/// <param name="position">屏幕坐标</param>
/// <returns>UI穿透列表</returns>
static public List<RaycastResult> UIRayCast(GraphicRaycaster Canvas, Vector2 position)
{
    PointerEventData eventData = new PointerEventData(EventSystem.current);
    List<RaycastResult> list = new List<RaycastResult>();
    eventData.position = position;
    Canvas.Raycast(eventData, list);
    return list;
}

 

3.UIPassEvent 画布射线:UI事件穿透

/// <summary>
/// 画布射线:UI事件穿透
/// </summary>
/// <param name="data">eventData事件</param>
/// <param name="function">ExecuteEvents.触摸事件</param>
/// <param name="PenetrateLayer">穿透层数</param>
/// <typeparam name="T">???</typeparam>
static public void UIPassEvent<T>(PointerEventData data, ExecuteEvents.EventFunction<T> function, int PenetrateLayer)
        where T : IEventSystemHandler
{
    List<RaycastResult> results = new List<RaycastResult>();
    EventSystem.current.RaycastAll(data, results);
    GameObject current = data.pointerCurrentRaycast.gameObject;
    for (int i = 0; i < results.Count; i++)
    {
        if (i > PenetrateLayer-1)break;//穿透层数

        if (current != results[i].gameObject)
        {
            ExecuteEvents.Execute(results[i].gameObject, data, function);//触摸事件传递!!!!!!
        }
    }
}

 

全篇:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

/*
 * 作者:闪电Y黑客
 * 
 * 日期:2019.6.11
 * 
 * 功能:用于射线检测
 */

namespace SDHK_Tool.Static
{

    /// <summary>
    /// 射线检测类
    /// </summary>
    static public class SS_Ray
    {
        /// <summary>
        /// 射线检测:障碍穿越
        /// </summary>
        /// <param name="origin">射线发射原点</param>
        /// <param name="direction">射线发射向量</param>
        /// <param name="collision_distance">二次延伸长度</param>
        /// <param name="LayerMask">遮罩层:~LayerMask.GetMask(Tags.player)//忽略player</param>
        /// <returns>return : 穿越后的位置</returns>
        static public Vector3 Obstacle_crossing(Vector3 origin, Vector3 direction, float collision_distance, int LayerMask)
        {
            RaycastHit hit;
            Vector3 direction_Extended = direction + direction.normalized * collision_distance;//向量延伸

            return (Physics.Raycast(origin, direction_Extended, out hit, direction_Extended.magnitude, LayerMask))
            ?
                hit.point - (direction.normalized * collision_distance)//前往射线碰撞位置
            :
                origin + direction//回到原始位置
            ;
        }

        /// <summary>
        /// 画布射线:UI穿透获取
        /// </summary>
        /// <param name="Canvas">画布射线组件</param>
        /// <param name="position">屏幕坐标</param>
        /// <returns>UI穿透列表</returns>
        static public List<RaycastResult> UIRayCast(GraphicRaycaster Canvas, Vector2 position)
        {
            PointerEventData eventData = new PointerEventData(EventSystem.current);
            List<RaycastResult> list = new List<RaycastResult>();
            eventData.position = position;
            Canvas.Raycast(eventData, list);
            return list;
        }

        /// <summary>
        /// 画布射线:UI事件穿透
        /// </summary>
        /// <param name="data">eventData事件</param>
        /// <param name="function">ExecuteEvents.触摸事件</param>
        /// <param name="PenetrateLayer">穿透层数</param>
        /// <typeparam name="T">???</typeparam>
        static public void UIPassEvent<T>(PointerEventData data, ExecuteEvents.EventFunction<T> function, int PenetrateLayer)
             where T : IEventSystemHandler
        {
            List<RaycastResult> results = new List<RaycastResult>();
            EventSystem.current.RaycastAll(data, results);
            GameObject current = data.pointerCurrentRaycast.gameObject;
            for (int i = 0; i < results.Count; i++)
            {
                if (i > PenetrateLayer-1)break;//穿透层数

                if (current != results[i].gameObject)
                {
                    ExecuteEvents.Execute(results[i].gameObject, data, function);//触摸事件传递!!!!!!
                }
            }
        }
    }
}

 

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